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KF2-Dev-Scripts/KFGameContent/Classes/KFProj_DynamiteGrenade_Mini.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFProj_DynamiteGrenade
//=============================================================================
// Dynamite projectile class
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - John "Ramm-Jaeger" Gibson and Jeff Robinson
//=============================================================================
class KFProj_DynamiteGrenade_Mini extends KFProj_DynamiteGrenade
hidedropdown;
defaultproperties
{
bWarnAIWhenFired=true
LandedTranslationOffset=(X=-8)
FuseTime=3.0
DampenFactor=0.200000
DampenFactorParallel=0.300000
Speed=4000
MaxSpeed=4000
TerminalVelocity=4000
TossZ=150
ProjFlightTemplate = ParticleSystem'WEP_3P_M79_EMIT.FX_M79_40mm_Projectile'
ProjFlightTemplateZedTime = ParticleSystem'WEP_3P_M79_EMIT.FX_M79_40mm_Projectile_ZEDTIME'
ExplosionActorClass=class'KFExplosionActor'
WeaponSelectTexture=Texture2D'wep_ui_dynamite_tex.UI_WeaponSelect_Dynamite'
AltExploEffects=KFImpactEffectInfo'WEP_Dynamite_ARCH.Dynamite_Explosion_Concussive_Force'
// explosion
Begin Object Class=KFGameExplosion Name=ExploTemplate0
Damage=150 //400
DamageRadius=200 //900
DamageFalloffExponent=2 //3
DamageDelay=0.f
// Damage Effects
MyDamageType=class'KFDT_Explosive_DynamiteGrenade'
KnockDownStrength=0
FractureMeshRadius=200.0
FracturePartVel=500.0
ExplosionEffects=KFImpactEffectInfo'WEP_Dynamite_ARCH.Dynamite_Explosion'
ExplosionSound=AkEvent'WW_WEP_EXP_Dynamite.Play_WEP_EXP_Dynamite_Explosion'
// Dynamic Light
ExploLight=ExplosionPointLight
ExploLightStartFadeOutTime=0.0
ExploLightFadeOutTime=0.2
// Camera Shake
CamShake=CameraShake'FX_CameraShake_Arch.Grenades.Default_Grenade'
CamShakeInnerRadius=100
CamShakeOuterRadius=450
CamShakeFalloff=1.5f
bOrientCameraShakeTowardsEpicenter=true
End Object
ExplosionTemplate=ExploTemplate0
// Temporary effect (5.14.14)
ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01'
GlassShatterType=FMGS_ShatterNone
FuseEvent=AkEvent'WW_WEP_EXP_Dynamite.Play_WEP_EXP_Dynamite_Fuse_LP'
AssociatedPerkClass=class'KFPerk_Demolitionist'
}